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Made in gb
Regular Dakkanaut




 flandarz wrote:
Kinda funny when your solution to "Nobz could use a point drop" was to immediately exaggerate.

Judging from what we've seen at tournaments, I'll have to disagree. Generally, Orkz perform very well until they run up against one of the armies I mentioned above. That said, YMMV, of course. In my own, I tend to do very well against the two Tau players I go up against. Probably something like 70-30 Win/Loss ratios.

But I'll grant you that we have some growing to do. We kinda got hit hard when CA dropped right after our Codex and everyone got price drops except for Orkz. We'll see what comes up in the future.


Any tips and tricks that cause hassle to tau players would be appreciated.

Also Imo tau do not need ap3 they’re doing fine without it.
   
Made in fr
Mekboy Hammerin' Somethin'






 Emicrania wrote:
addnid wrote:
I own several scrapjets and I just don't get it, how do they work without being taken by the dozen ? They are easy to take out, they don't shoot very far so they need to get into that 24 inch "great danger range". They deal decent damage so long as they don't shoot on a -1 to hit target.

So how does 2 scrapjets help in his list ? They cost 110 per piece !!

Edit: ah so blood axe scrapjets for that cover save while 18 inch away. Still not convinced, but I want to be !

Honestly though all these ork lists don't stand a chance against any my GSC lists for example... Perhaps they had good match ups i dunno


Got a tournament with my freebooterz at the end of this month and will face some gsc for sure. I never met them before; any tip on how to counter them? What are the gsc weakness?


I need you to paste your list, can’t help you otherwise. Basically you need to prevent them from killing all your boys when gsc turn 2 hits

This message was edited 1 time. Last update was at 2019/05/26 13:18:54


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in fr
Been Around the Block




CaptainO wrote:I like putting grots in vehicles when the vehicle also contains characters. Prevents the possibility of removing an expensive model when it invariably goes kaboom.

I'm investigating taking a Bad moon warboss, giving him the blunderbus relic and big choppa and putting him in a trukk with 10 grots. It basically becomes a Hellhound. Invariably when the trukk goes kablamo my opponent will still have to deal with a close combat monster that can use grot shield with what remains of his grot entourage. 166points . Anyone tried this?


CaptainO wrote:
I'm half considering loading 7 Bad moonz MANZ up in a battlewagon with 5 Kommandos and a blunderbus warboss. They'd either push straight up the board and put out a reasonable amount of firepower or I could teleport the battewagon in for 2CP. The MANZ and Blunderbus boss can put out a pretty reasonable amount of firepower (2d6 S5 autohits + 28 S4 reroll 1s). The battlewagon could then use the ramming speed strat to get into cc. I've no illusions that the wagon would be blown up but the bare bones Kommandos would take those wounds (hopefully leaving the two index burnas to deter any charges along with the blunderbus boss).


I love this idea as well but as I'm away from my minis for a good bit of time I don't get to field test it. I'll be following how you fare with him. It may not be super competitive but I just find that guy hilarious, it's the Arch-Arsonist of Charadon personified on a battlefield.

EDIT: OK, I went overboard with ideas there, sorry for the wall of text... TL;DR if you have no interest in the Blunderbuss just skip the post

In the various configuration there's always the Kombi-Skorcha issue, of questionable value at the moment but may hopefully be better after a CA points drop sometime in the future.
It's too expensive in most cases, but if you're in range for regular shooting or overwatch, it may be just that little extra that allows you to wipe a squad (or enough to let morale finish it off) or cripple just enough a charging unit to chop its teeth off.
I don't really know.

If you go all-in on making him work remember he can get to Show-Off as well - if you're running a decent amount of Bad Moonz you'll surely get better targets but if your detachment is mostly him and his pals it may come handy sometimes, especially if you've splurged for the Kombi-Skorcha : 6D6 S5 AP-1 autohits... some Orkz just like to watch the galaxy burn

Anyway, couple of configuration I've thought of (disclaimer: no-Index here):

----------

A) In a Trukk

Due to target priority / survivability issues it's best to cost-control the other passengers, so like you I like grotz with him, for character protection or in a pinch grot-shield if you really need him to stay alive. This configuration primarily wants to stay at range and do drive-bys (until the Trukk blows-up of course) so loading up with CC cargo or increasing too much the threat-level of the passengers is the wrong alley IMHO. A case can be made for Shoota Boyz though, to improve the chaff-clearing potential and the odd TankBusta Bomb.
I'd use this unit either as a chaff-clearer to pave the way for main-force assault or as a flank/backfield harasser.

1] Warboss, Kustom Shoota, Big Choppa (72)
10 Grots (30)
Trukk with BS (64)
= 166/181 pts (second cost is with KS)

> That's the one you mentioned. Cheapest, low-ish threat priority, can work on his own and go clear chaff or harass a backfield.
> Also, a brigade-filler Minimek can tag along for a KMS shot here and there (total 195/210pts) - KMB if Index, but if you're ready to invest that many points maybe it's time for considering the Shootaboyz option (total 206/221 or 211/226 with Big Shoota)

2] Megamek, Kustom Shoota, PK (92)
10 Grots (30)
Trukk with BS (64)
= 186/201 pts

> Steeper investement than the WB, still decent CC as you're paying for the PK but adds some staying power after the inevitable Trukk wreckage, for a guy that is likely to be stranded a bit alone.
> I'd be likely to include a Tellyport Blasta but it's just me - just love the looks (197/212 pts). I'dd argue against a KFF here (206/221 pts) as it feels a bit wasted but it may come handy for the rest of your army if you use him as a chaff-clearer, less so if he's gone gallivanting on his own on a flank.
> 226/241 pts (231/246 with BS) with Shoota boyz but we're getting into pricey territory here for a Trukk

----------

B) In a BoneBreaka

Questionable idea because it's not open topped - but hey, as mentioned at the beginning the whole concept isn't very competitive so you may as well steer it towards the fun side. It isn't anymore about flamer drive-bys but about crashing into CC and having the Arch-Arsonist support the BB and contents. I don't know, I just picture the guy driving himself the BB full speed, jump off movie-style at the last minute, roll on the ground and burn things up while the Deffrolla throws bodies around.

3a] Megamek, Kustom Shoota, PK, Grot Oiler, KFF (116)
8 Nobz: 3x BC & Choppa, 1xPS & Choppa, 4xChoppa&Choppa, Ammo runt (134)
BoneBreaka (159)
= 409/424 pts

> Now we're talking serious cost and eggs in one basket stuff. The BB gets a KFF save on the way in, then everybody jumps off, the Arch-Arsonist burns stuff up and eveyone else goes into CC. KFF covers your other frontline units and the Mek can repair the BB. Ammo runt and Grot Oiler to take one for the team if the BB explodes (that thing will have a massive "Shoot me" sign...).
Either it makes a glorious charge or blows up too far away from enemy lines and fails miserably

Alternative versions:

3b] Megamek, Kustom Shoota, PK, Grot Oiler, KFF (116)
4 Meganobz with KS, PK (140)
BoneBreaka (159)
= 415/430 pts

>You're relying on the single Grot Oiler to tank damage if things go south, but if Meganobz is your thing there you go.

3c] Nob with Waagh Banner (77)
9 Nobz: 1xPK & Choppa, 3x BC & Choppa, 1xPS & Choppa, 4xChoppa&Choppa, Ammo runt (160)
BoneBreaka (159)
= 397 pts

> It's a tidbit cheaper, you're losing the KFF protection, repair ability, and Kombi-Skorcha option; and relying on a single Ammo runt for damage-tanking. Glorious CC but unless you have a KFF somewhere else I hardly see the wagon reaching the enemy.

----------

C) In a Battlewagon

There are more options here, as the extra transport capacity means you can add back the grot/shoota squad to tank explosions and ObSec, and open-topped for flame-bys.

4] Warboss, Kustom Shoota, Big Choppa (72)
10 Grots (30)
BattleWagon (120)
= 222/237 pts

> Back to cheapo-version on a more durable platform, with some space to add extra punch to taste. Though if you start adding pricy cargo you'll surely need a KFF somewhere or replace the Warboss with the Megamek.

5] + 9 Nobz: 1xPK & Choppa, 3x BC & Choppa, 1xPS & Choppa, 4xChoppa&Choppa (160)
= 382/397 pts

> Throw the Nobz into CC, keep the boss inside to have your FlameWagon go burn something else.

6]+ 4 Meganobz with KS, PK (140)
= 362/377 pts

> Same as above.

7] + 8 Burnaboys & 1 Spanna with KMB (117)
= 339/356 pts.

> Ok Burnas aren't great but if you want to go full flame without going nuts on Nobz with Kombi-Skorchaz, there's that. And maybe a future CA will make this decent.

8] Remove Grots and fill up with Shoota boyz
= 325/340 pts

> Fire-support platform to go full-on chaff clearing. May be a bit pricey for the job though...

For all the latest options, add 20 to the cost to replace the Warboss with a Megamek with KFF. It may make sense with pricier cargo. If you want to go with the Nob with Waagh banner, as he's going to be out in the open as well you may revert to the BoneBreaka option as the loss of open-topped is less.

-------------

Aaaaaaaaaaaaaaanyway, after this big post, there are a lot of options especially in a Battlewagon where Arsonist + Grots leaves 9-8 spots to add whatever you feel like. But basically I feel there are two avenues there:

- Keep cost down to just the AA and his Grots either in a Trukk or BW for 166/222 pts to try and not make it too much of a target. Warboss is probably the best choice here, though a Megamek to feel less exposed in the open may work as well.
- Go big or go home and start piling-up other passengers, but now you're looking at the 400ish points range so this is going to have to be more central to your strategy. Generally a Megamek may work better here for the repair/KFF possibilities, but a Warboss to support the CC content isn't too bad.

So there CaptainO, if this inspires you to try more versions of the Arch-Arsonist, let me know how that goes I'll happily read the reports
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

CaptainO wrote:


Any tips and tricks that cause hassle to tau players would be appreciated.

Also Imo tau do not need ap3 they’re doing fine without it.


What works for me is... well, outshooting them. Tau firepower tends to center around being within 18" of the target. They got some longer range stuff too, of course, but most of that is Anti-Tank. As for Orkz: we actually have a lot of firing options in the 24" and longer range. So, my basic strategy is to hit them with Smashaz, SSAG, and Lootas/Flash Gitz from long range and make them move across the board if they want to use their Rapid Fire weapons effectively. I don't even bother with charging until at least T3, which tends to catch them off guard. I guess they always expect Orkz to just blindly charge in.
   
Made in ru
!!Goffik Rocker!!






Played in a small 1500 tourney today, took 1st place running this:

Spoiler:

Deathskulls
Ssag mek
Wierdboy
9 shootaboyz with rokkit and nob in trukk with rokkit
10 shootaboyz with rokkit and nob in trukk with rokkit
10 grots
Burna bomber
3 smashas

Evil sunz
Killa klaw bikerboss
Wierdboy
29 shootaboyz and nob
10 grots
10 grots
10 meganobz


This message was edited 1 time. Last update was at 2019/05/26 20:04:51


 
   
Made in ca
Gargantuan Gargant






 koooaei wrote:
Played in a small 1500 tourney today, took 1st place running this:

Spoiler:

Deathskulls
Ssag mek
Wierdboy
9 shootaboyz with rokkit and nob in trukk with rokkit
10 shootaboyz with rokkit and nob in trukk with rokkit
10 grots
Burna bomber
3 smashas

Evil sunz
Killa klaw bikerboss
Wierdboy
29 shootaboyz and nob
10 grots
10 grots
10 meganobz




Congrats on the win! What would you say was the MVP for your list in the tourney? I'm also surprised you took a burna bomber over a dakkajet, I know a dakkajet is more ideal in a BM detachment, but as far as chaff clearing goes, they're one of our top units. How was the performance of the Burna Bomber?

   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Burna bomma? you actually got use out of that thing?

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ru
!!Goffik Rocker!!






 Grimskul wrote:


Congrats on the win! What would you say was the MVP for your list in the tourney? I'm also surprised you took a burna bomber over a dakkajet, I know a dakkajet is more ideal in a BM detachment, but as far as chaff clearing goes, they're one of our top units. How was the performance of the Burna Bomber?



Hard to call out one thing as mvp. One game ssag mek was rolling hot, the other he was rolling poor. One game grots were shot down the other they scored vital points.

Burna bomber is hard to evaluate. In a game vs dark angels it bombed 3 helblasters and shot down an intercessor turn 1 instantly earning it's points back (well, almost) and than the opponent was forced to create a 6' no man's land around it and shoot it down with blasters, looosing another one in the process. In a game vs blood angels it bombed just one dc guy and shot down another one but than it forced the opponent to leave his killiest unit - smash captain - in his deployment zone to take down a plane. And than it exploded dealing 3 mw to cap, intercessors and another char (but char made 2 5+++ saves).

In the end it's more of an utility unit just in case you need to bomb some nasty infantry unit like shining spears, azrael helblasters with -1 to hit and banner, maybe genestealers cause you do need to get rid of them asap and so on. There might also be plenty of games where it doesn't do much. Like vs ig gunline where it's not gona pay off and can be ignored. Or dark eldar boat spam.

As for trukkboyz, they're not too bad with a rokkit but not a top tier unit. Nice to have on flanks though. They shot at stuff, killed something, scored, even participated in clearing chaff.


Automatically Appended Next Post:
You know, after the codex drop, my old plane-sag mek idea might be pretty viable.

It's based on running a bunch of shooty characters and planes - mostly burnabombers. Something like:
Badrukk
3 sag meks
3 kmb meks
3 burna bombers
And some other planes and characters, maybe some grots and kommandoes.
The trick is that enemy can only shoot at planes. And in some cases burna bombers can do some serious damage if exploded.

Sag has gotten significantly buffed and is now a legit anti-tank threat while planes can clear chaff well enough.

This message was edited 3 times. Last update was at 2019/05/27 05:43:51


 
   
Made in gb
Regular Dakkanaut




England

 koooaei wrote:
Played in a small 1500 tourney today, took 1st place running this:

Spoiler:

Deathskulls
Ssag mek
Wierdboy
9 shootaboyz with rokkit and nob in trukk with rokkit
10 shootaboyz with rokkit and nob in trukk with rokkit
10 grots
Burna bomber
3 smashas

Evil sunz
Killa klaw bikerboss
Wierdboy
29 shootaboyz and nob
10 grots
10 grots
10 meganobz




That's a really interesting list. Any chance of a quick run down on how a few of the games went
   
Made in gb
Regular Dakkanaut




 flandarz wrote:
CaptainO wrote:


Any tips and tricks that cause hassle to tau players would be appreciated.

Also Imo tau do not need ap3 they’re doing fine without it.


What works for me is... well, outshooting them. Tau firepower tends to center around being within 18" of the target. They got some longer range stuff too, of course, but most of that is Anti-Tank. As for Orkz: we actually have a lot of firing options in the 24" and longer range. So, my basic strategy is to hit them with Smashaz, SSAG, and Lootas/Flash Gitz from long range and make them move across the board if they want to use their Rapid Fire weapons effectively. I don't even bother with charging until at least T3, which tends to catch them off guard. I guess they always expect Orkz to just blindly charge in.


I think you’re right dude. Now all I have to do is develop sufficient self control to hold back the boyz. The tau just look so squishy... asking to be krumped. I’ve invested in 15 lootas so with my SSag and smasha mekgun I have a reasonable firebase (all 3 are bad moonz) I’m also trying 3 bad moonz index mega blasta deffkoptas (looted Custodes jet bikes). Mostly to fill out fast attack but they make good use of the Reroll 1s. Even if 1 shot hits it’s s8 ap-3 or -4 d6 damage. I’m interested in people’s thoughts on fast attack options for filling out a brigade. I love me some CPs and spend em like they’re going out of fashion.
   
Made in gb
Regular Dakkanaut






-------------

Aaaaaaaaaaaaaaanyway, after this big post, there are a lot of options especially in a Battlewagon where Arsonist + Grots leaves 9-8 spots to add whatever you feel like. But basically I feel there are two avenues there:

- Keep cost down to just the AA and his Grots either in a Trukk or BW for 166/222 pts to try and not make it too much of a target. Warboss is probably the best choice here, though a Megamek to feel less exposed in the open may work as well.
- Go big or go home and start piling-up other passengers, but now you're looking at the 400ish points range so this is going to have to be more central to your strategy. Generally a Megamek may work

So there CaptainO, if this inspires you to try more versions of the Arch-Arsonist, let me know how that goes I'll happily read the reports




That’s a lot of food for thought dude thanks.

I like the idea of deepstrikkng him in an open topped vehicle. Maybe the battle wagon. 6 MANZ, the warboss, 5 kommandos which would leave 2 spaces for characters (kff mek/waaagh banner nob)if you wanted to go all out.

If you played against a tau gun line you could focus the lootas, SSAG and Mek gunz at distance t1 then t2 deepstrike in the open topped battlewagon with defo rolla. You could shoot 2d6 blunderbus shots, 30 s4 shots (MANZ kustom shootas + kommandos and waaagh banner nob) rerolling 1s.

I was thinking you could da jump grots beside the battle wagon in case it doesn’t make its charge so worst case scenario you’ve got a grot shielded MANZ unit 9” away next turn.

Medium case scenario case scenario you use the 3d6” charge strat to crash into combat with whatever MW that strat adds on.

Best case scenario would be punching through the opponents lines and finishing 1” away from an enemy vehicle allowing you to use the boarding party strat. 6 Pk attacks, 2 burna attacks(from the kommandos squad) a big choppy and a waaagh banner. That could lay a leman Russ low. Might even trouble a knight.

I like the idea of Just giving the relic to the waaagh banner nob. His normal MO is to hang back and buff units with +1 to hit. Any turn the blunder is isn’t being gak is a turn where you have been better off with the kills klaw.

Game on Tuesday against an unknown opponent. Should be interesting.

This message was edited 2 times. Last update was at 2019/05/27 09:33:13


 
   
Made in ru
!!Goffik Rocker!!






 Elfric wrote:
 koooaei wrote:
Played in a small 1500 tourney today, took 1st place running this:

Spoiler:

Deathskulls
Ssag mek
Wierdboy
9 shootaboyz with rokkit and nob in trukk with rokkit
10 shootaboyz with rokkit and nob in trukk with rokkit
10 grots
Burna bomber
3 smashas

Evil sunz
Killa klaw bikerboss
Wierdboy
29 shootaboyz and nob
10 grots
10 grots
10 meganobz




That's a really interesting list. Any chance of a quick run down on how a few of the games went


Sure. First game was ca maelstorm with 4 cards and turning off one enemy card for a turn for 1 cp. Played vs Dark angels with Azrael, speeder lieutenant, darkshrowd, 2x5 intercessors, 5 sniper scouts, 10 helblasters, primaris banner, 3 bolter bumblbees and 3 agressors. He also had a dread.
I found out dark angels had a 1 cp strategem to keep their mission cards hidden which was a HUGE bonus for this mission cause i basically couldn't turn off his most potent mission cards.
He got 1st turn, so i placed stuff further in my dz to stay out of reach of his main shooting, so he mostly advanced and scored.
My turn i killed bumblbees for 1st blood, shot ssag mek at a shrowd but it passed 7 out of 8 4++ saves. Burna bomber burned down 3 hrlblasters and shot down an intercessor. Some rokkit potshots and shootas killed scouts, one agressor and one extra intercessor. Orks scored a couple points.
Next turn marines shot down a plane, one trukk, all boyz from this trukk, 10 grots and 10+ footslogging boyz.
Than boyz, grots, last trukk, trukkboyz and biker boss moved forward, meganobz dropped, got auspexed by helblasters. All grot shields and 4 meganobz got killed in the process. Than orks shot at stuff, kilked dread, agressors, some intercessors, charged in with boyz but all 4 helblasters overheated thanks to rerolls killing 2 more meganobz and boyz couldn't charge anymore . Remaining manz charged in to wiff at a speeder character, boss killed azrael taking a bunch of wounds in return from other chars around having q wound remaining, trukk and trukkboyz finished off some intercessors on the flank.
We were out of time and decided to not continue. Orks had 7 maelstorm points, marines had 5 and orks were like 300 points ahead.

Another game was vs blood angels with a lot of characters, sanguinary guards, death co and some chaff.
Won't go into details here. Orks went 1st, shot down death co, burna bomber exploded dealing nice damage to smash cap, corbulo and intercessors. Scored a lot in maelstorm, spent 2 cp to autopass morale for 3 grots in cc with astorat scoring even more and continued to shoot down characters with ssag and rokkits. Played quite defensively and scored a lot. The opponent gave up turn 3.

Btw, this blood angel had no problems dealing with an ik + leman russ + chaff list. But objectively, shooty orks countered him pretty hard cause we have too much stuff rolling around.
Dark angels are on the other hand quite hard to deal with as they counter deepstrike and are protected from ork shooting quite well. 6 helblasters killing 6 manz on an ork's turn EVEN with 10 grot shields is nothing out of ordinary for them.

This message was edited 2 times. Last update was at 2019/05/27 11:27:29


 
   
Made in no
Rogue Grot Kannon Gunna






addnid wrote:
 Emicrania wrote:
addnid wrote:
I own several scrapjets and I just don't get it, how do they work without being taken by the dozen ? They are easy to take out, they don't shoot very far so they need to get into that 24 inch "great danger range". They deal decent damage so long as they don't shoot on a -1 to hit target.

So how does 2 scrapjets help in his list ? They cost 110 per piece !!

Edit: ah so blood axe scrapjets for that cover save while 18 inch away. Still not convinced, but I want to be !

Honestly though all these ork lists don't stand a chance against any my GSC lists for example... Perhaps they had good match ups i dunno


Got a tournament with my freebooterz at the end of this month and will face some gsc for sure. I never met them before; any tip on how to counter them? What are the gsc weakness?


I need you to paste your list, can’t help you otherwise. Basically you need to prevent them from killing all your boys when gsc turn 2 hits




++ Air Wing Detachment +1CP (Orks) [22 PL, 465pts] ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

+ Flyer +

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Wazbom Blastajet [8 PL, 169pts]: 2x Wazbom Mega-Kannons, Kustom Force Field, Smasha Gun, Supa Shoota

++ Battalion Detachment +5CP (Orks) [25 PL, 511pts] ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

+ HQ +

Big Mek on Warbike (Index) [6 PL, 110pts]: Kustom Force Field, Kustom Mega-blasta

Weirdboy [3 PL, 62pts]

Weirdboy [3 PL, 62pts]

+ Troops +

Boyz [11 PL, 217pts]: 3x Tankbusta Bombs
Boss Nob: Big Choppa, Kustom Shoota (Index)
29x Ork Boy W/ Shoota

Gretchin [1 PL, 30pts]
10x Gretchin

Gretchin [1 PL, 30pts]
10x Gretchin

++ Spearhead Detachment +1CP (Orks) [39 PL, -2CP, 774pts] ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

Extra Gubbins (1/3 CP) [-1CP]: 1 Extra Shiny Gubbins

Specialist Detachment [-1CP]: Dread Waaaagh!

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Big Killa Boss, Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord

Warboss on Warbike (index) [5 PL, 101pts]: Attack Squig, Da Killa Klaw, Kustom Shoota, Power Klaw

+ Fast Attack +

Stormboyz [3 PL, 50pts]
Boss Nob: Big Choppa, Slugga
4x Stormboy

+ Heavy Support +

Gorkanaut [15 PL, 311pts]: 2x Rokkit Launcha, Skorcha, 2x Twin Big Shoota

Mek Gunz [8 PL, 138pts]
Gun: Smasha Gun
Gun: Smasha Gun
Gun: Smasha Gun
Gun: Traktor Kannon

Mek Gunz [4 PL, 90pts]
Gun: Traktor Kannon
Gun: Traktor Kannon

I usually deploy everything as I would start 2nd, 6 cp goes to shoot twice for the SSAG or the Gorkanaut, depends if vs horde or not.
The plane are an harrasment and treath to backline champs. I usually take a plane or the shoota boyz or a gunz to proc +1 to hit. I rarely jump the shoota before T2, i play slowly and tend to occupy half field from t2 onwards. I only play ITC.
The stormboyz are a objective grabber or counter DS distraction.
   
Made in gb
Regular Dakkanaut




Can you use bad moonz showing off with over watch?
   
Made in fi
Locked in the Tower of Amareo





No. Stratagems can't be used i "as if" phases

2024 painted/bought: 109/109 
   
Made in fr
Been Around the Block




CaptainO wrote:




That’s a lot of food for thought dude thanks.


Glad you like it - that guy is a niche interest, happy to share with a fellow fan

CaptainO wrote:
I like the idea of Just giving the relic to the waaagh banner nob. His normal MO is to hang back and buff units with +1 to hit. Any turn the blunder is isn’t being gak is a turn where you have been better off with the kills klaw.


I've never seriously looked into that one because my main is Deathskullz or Freebooterz, I'm slotting in a BM detachment just for him and the <Clan> restriction on the banner is a killer.
So I mostly approach him as a lone wolf unit so usually the Megamek felt more obvious for a better save in the open and the repair ability to keep the BW in a decent bracket. I'm less convinced by the Warboss as you are tempted to go into combat even with just a BC where you're losing the Blunderbuss. Though at 72pts both (WB with BC, Mek barebones) they are easily switched for testing purposes.

Now if you have more passengers to send in the fight, the Banner Nob starts to look good because as you said the MO synergizes well with the weapon.

CaptainO wrote:

I like the idea of deepstrikkng him in an open topped vehicle. Maybe the battle wagon. 6 MANZ, the warboss, 5 kommandos which would leave 2 spaces for characters (kff mek/waaagh banner nob)if you wanted to go all out.

If you played against a tau gun line you could focus the lootas, SSAG and Mek gunz at distance t1 then t2 deepstrike in the open topped battlewagon with defo rolla. You could shoot 2d6 blunderbus shots, 30 s4 shots (MANZ kustom shootas + kommandos and waaagh banner nob) rerolling 1s.

I was thinking you could da jump grots beside the battle wagon in case it doesn’t make its charge so worst case scenario you’ve got a grot shielded MANZ unit 9” away next turn.

Medium case scenario case scenario you use the 3d6” charge strat to crash into combat with whatever MW that strat adds on.

Best case scenario would be punching through the opponents lines and finishing 1” away from an enemy vehicle allowing you to use the boarding party strat. 6 Pk attacks, 2 burna attacks(from the kommandos squad) a big choppy and a waaagh banner. That could lay a leman Russ low. Might even trouble a knight.


With the usual caveats for DSing transports of being comfortable with a T3 charge, and being careful with being surrounded risks; I quite like it as well. It lands at full health in range for shooting.
Good thinking about contingency plans for failed charges, or stratagem uses.

If you have the points, some shooting upgrades for the BW may make sense, extra Big Shootas to supplement the MANz or why not a Killkannon to help soften up that Leman or Knight

CaptainO 767149 10459269 nulll wrote:
Game on Tuesday against an unknown opponent. Should be interesting.


Good burning !


Automatically Appended Next Post:
CaptainO wrote:
Can you use bad moonz showing off with over watch?


Was someone thinking of showing off an overwatching blunderbuss?

Also, I've been thinking about the Kommandos; since if you're going the no-Grots route to open up more spaces for MANz, maybe it's worth thinking about either Burnas for the Spanner KMK shot (and added flame - admittedly subpar - for the later turns, or more CC burna attacks for boarding plank), or Tankbustas if we're keeping with the idea of threatening hard targets with the Boarding stratagem in the best case scenario, though it makes the BW in CC less appealing or forces the TBs to disembark.
Costs more for sure, but we're exploring the go big or go home territory at the moment

This message was edited 2 times. Last update was at 2019/05/27 14:20:09


 
   
Made in gb
Fully-charged Electropriest






A Big Trakk with Supa Skorcha could be a good option for Tellyporta with a character equipped with the Blunderbuss. Both have the range to shoot after being Tellyported.
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

 Emicrania wrote:


Spoiler:
++ Air Wing Detachment +1CP (Orks) [22 PL, 465pts] ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

+ Flyer +

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Wazbom Blastajet [8 PL, 169pts]: 2x Wazbom Mega-Kannons, Kustom Force Field, Smasha Gun, Supa Shoota

++ Battalion Detachment +5CP (Orks) [25 PL, 511pts] ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

+ HQ +

Big Mek on Warbike (Index) [6 PL, 110pts]: Kustom Force Field, Kustom Mega-blasta

Weirdboy [3 PL, 62pts]

Weirdboy [3 PL, 62pts]

+ Troops +

Boyz [11 PL, 217pts]: 3x Tankbusta Bombs
Boss Nob: Big Choppa, Kustom Shoota (Index)
29x Ork Boy W/ Shoota

Gretchin [1 PL, 30pts]
10x Gretchin

Gretchin [1 PL, 30pts]
10x Gretchin

++ Spearhead Detachment +1CP (Orks) [39 PL, -2CP, 774pts] ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

Extra Gubbins (1/3 CP) [-1CP]: 1 Extra Shiny Gubbins

Specialist Detachment [-1CP]: Dread Waaaagh!

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Big Killa Boss, Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord

Warboss on Warbike (index) [5 PL, 101pts]: Attack Squig, Da Killa Klaw, Kustom Shoota, Power Klaw

+ Fast Attack +

Stormboyz [3 PL, 50pts]
Boss Nob: Big Choppa, Slugga
4x Stormboy

+ Heavy Support +

Gorkanaut [15 PL, 311pts]: 2x Rokkit Launcha, Skorcha, 2x Twin Big Shoota

Mek Gunz [8 PL, 138pts]
Gun: Smasha Gun
Gun: Smasha Gun
Gun: Smasha Gun
Gun: Traktor Kannon

Mek Gunz [4 PL, 90pts]
Gun: Traktor Kannon
Gun: Traktor Kannon

I usually deploy everything as I would start 2nd, 6 cp goes to shoot twice for the SSAG or the Gorkanaut, depends if vs horde or not.
The plane are an harrasment and treath to backline champs. I usually take a plane or the shoota boyz or a gunz to proc +1 to hit. I rarely jump the shoota before T2, i play slowly and tend to occupy half field from t2 onwards. I only play ITC.
The stormboyz are a objective grabber or counter DS distraction.


My suggestion would be to combine the Air Wing and Spearhead Detachments into another Battalion. Drop the Stormboyz (5 ain't gonna do nothing but die miserably) and use the points to get 3x10 Gretchin. You'll have more effective Grot Shields, more CP, and you can still move or Da Jump the Gretchin onto Objectives, so they'll fill much the same purpose as the Stormboyz. Except they get Zog-Off, and the Stormboyz don't, so they can more effectively "steal" Objectives from your opponent.

Other than that, everything looks solid to me.


Automatically Appended Next Post:
On another note, cuz using exploding units to hurt your opponent came up, I checked through the Codex to see what our best "suicide" units are. Both the Gunwagon and the Burna Bomba have 4+ explodes, which is solid. The former has *slightly* better damage on an explode (on average), but I'd take a guaranteed 3 MW over D6 MWs any day. Best range on Explode goes to Gork and Mork, though technically the Stompa could have a better range on a good roll.

I don't think basing a list around exploding units is viable, but it'd certainly be interesting.

This message was edited 1 time. Last update was at 2019/05/27 15:54:17


 
   
Made in us
Been Around the Block




xlDuke wrote:
A Big Trakk with Supa Skorcha could be a good option for Tellyporta with a character equipped with the Blunderbuss. Both have the range to shoot after being Tellyported.



200+ pts and 3cp for what will probably be a 1 shot flamer attack is not exactly what I would call a good investment
   
Made in gb
Fully-charged Electropriest






redboi wrote:
xlDuke wrote:
A Big Trakk with Supa Skorcha could be a good option for Tellyporta with a character equipped with the Blunderbuss. Both have the range to shoot after being Tellyported.



200+ pts and 3cp for what will probably be a 1 shot flamer attack is not exactly what I would call a good investment


Nor I, I'm just adding to the discussion going on between other posters. In the context of what they're trying to achieve I thought it could be an interesting alternative.
   
Made in us
Roarin' Runtherd




size=9]Automatically Appended Next Post:[/size]
On another note, cuz using exploding units to hurt your opponent came up, I checked through the Codex to see what our best "suicide" units are. Both the Gunwagon and the Burna Bomba have 4+ explodes, which is solid. The former has *slightly* better damage on an explode (on average), but I'd take a guaranteed 3 MW over D6 MWs any day. Best range on Explode goes to Gork and Mork, though technically the Stompa could have a better range on a good roll.

I don't think basing a list around exploding units is viable, but it'd certainly be interesting.


You should also add the boomdakka snazzwagon as it also explodes in a 4+
   
Made in gb
Regular Dakkanaut




xlDuke wrote:
redboi wrote:
xlDuke wrote:
A Big Trakk with Supa Skorcha could be a good option for Tellyporta with a character equipped with the Blunderbuss. Both have the range to shoot after being Tellyported.



200+ pts and 3cp for what will probably be a 1 shot flamer attack is not exactly what I would call a good investment


Nor I, I'm just adding to the discussion going on between other posters. In the context of what they're trying to achieve I thought it could be an interesting alternative.


I’ll have to give the stats for that vehicle a look.

Has anyone ever been able to use the boarding action strat successfully? From memory it occurs at the end of the fight phase (I don’t have the codes to hand) does this mean that if (and its a big if) the vehicle survives in combat then I could move it (remaining in base to base if I haven’t killed my initial target) to within 1” of a vehicle. It’s almost our most situational strat but I’m investigating how to orchestrate said situation. 1cp for 7+ pK attacks isn’t nothing.


Automatically Appended Next Post:
It’s almost certainly covered in faqs but I assume the new space marine omnibscrambler effects da jumped boyz. All the more reason to hold back da jump till t2

This message was edited 1 time. Last update was at 2019/05/28 12:03:43


 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I didn't add in the Snazzwagon because it has terrible range and damage on its Explode. 3" and D3 MWs means that you're pretty much only gonna hurt units you charged, and even then you won't get much "bang" for your buck.
   
Made in gb
Regular Dakkanaut




tneva82 wrote:
No. Stratagems can't be used i "as if" phases



You might be right but the wording says "use this strat immediately after resolving a shooting attack with a bad moon infantry unit from your army."

It also says "this strat can only be used once per phase"

Nothing about "As if" phase.

"Orks is never beaten" does however state "as if it were your shooting phase". Can I ask where I can find the bit that says you can't use strats in an "as if" phase?
   
Made in fi
Locked in the Tower of Amareo





In the spring 2019 faq

2024 painted/bought: 109/109 
   
Made in au
Battlewagon Driver with Charged Engine





Pondering a 1850 tourney list centered around a dredmob with 2 gorkanaughts and a morkanaught. Part of me wants to make it a freebooters list, use some units to trigger the trait then let the naughts use the kustom ammo to fire twice. But another part of me has the instinct to add at least one unit of badmoons tankbustas or lootas to make use of showin' off to do more heavy lifting and issue removal.

Would it be worth it to simply make the entire army badmoons to get that constant re-roll 1 and strategem access? Having two units able to fire twice a shooting phase seems to good to pass up. But so does having 3 naughts hitting on 4s in shooting and possibly melee as well.
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

It never hurts to have Lootas, but with two Gorks I feel like you're already covering what they bring to the table. They're also expensive for a full mob (235 pts), and you're already spending nearly a thousand on the Naughts. If you include them both, you're only gonna have about 600pts for anything else you want. Which makes those 4 units the "lynchpins" of your list. Or, in other words, if I'm your opponent, I'm gonna be looking to take them out ASAP. Another issue is that you'll be spending TONS of CP every turn, between Showing Off, Grot Shields, Kustom Ammo, Command Reroll, Moar Dakka, etc.

Honestly? I think you might be spreading yourself out a bit too far if you try to run two double-shooting units a turn. That said, if you're bringing the Mork for the KFF, consider the Meka-Dread. It's about 40-50 pts cheaper as a KFF platform, and, while not at Mork level, it still has a decent gun (I recommend the Zzappa) and a solid CC weapon.


Automatically Appended Next Post:
Don't get me wrong, I'm a big fan of "target saturation". But I think 4 units, all at 200+ pt, are just too vulnerable to enemy targetting. Especially the Lootas. But with both, you have prime targets for both AT and anti-infantry fire, basically allowing your opponent to fully utilize his arsenal against you.

This message was edited 1 time. Last update was at 2019/05/29 04:11:23


 
   
Made in au
Battlewagon Driver with Charged Engine





You're quite right on all points Flandars. But that's sort of the point of the list. Able to have these 2 big, expensive units firing twice, in theory putting out double the fire power that they should usually. And yes having 3 naughts does mean i've pushed my army in a certain direction it also means that no matter what the games progression I should have a viable target for that sweet kustom ammo. Either mek, mork or gork. A target of value should exist to warrant one of them firing twice at bs4.

Though burning through tonnes of CP is sort of what orks and indeed knight armies do by default. My basic turn outline does have 6cp being used per turn and have an effective 2 extra units pouring out dakka.

In regards to the Mekadread apposed to the gork. I dunno, while the units are very much comparable, I'm rather in love with the Morks new Kustom-mega weapon.

As a modification to my list I could bring in some megatrakks to be mobile, try to trigger or benefit from freebootas. If all things go my way the Loota/tankbusta unit will likely be either out of line of sight or range until I use da jump to move them into position, increasing the likleyhood they survive until their time of glory. At which point the opponent has 3 naughts sauntering up about try to cook their chicken with either 49,000 slaps or 1 big one.

Of course I could drop the lootas, make the force badmoons and use it on the supa shokka then throw in trakks and shockjumps to fill out the weapon needs.
   
Made in gb
Regular Dakkanaut




tneva82 wrote:
In the spring 2019 faq


Sorry dude I've had a look through the 2019 ork errata and the 2019 faq itself. I can't seem to find that.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

How to tell someone didnt see the FAQ themself and is just using word of mouth as concrete rule changes.

Its literally the first sentence in the answer regarding the "as if" stuff. Its not in the "Designer's Commentary" its in the Rulebook FAQ

Q: When a rule allows a model or unit to take an action (move, shoot, charge, fight or attempt to manifest a psychic power) outside of the normal turn sequence, and that rule explicitly mentions to make that action as if it were a different phase of the turn structure to the current one, e.g. ‘That unit can shoot as if it were the Shooting phase’, do rules that are normally used during that phase (in the example this would be the Shooting phase) take effect? Is the same true of Overwatch attacks?
A: With the exception of Stratagems, all rules (e.g. abilities, Warlord Traits, psychic powers etc.) that would apply in a specific phase apply to actions that are taking place ‘as if it were that phase’. However, if a Stratagem specifies that it must be used in a specific phase, then it can only be used in that phase (e.g. you cannot use a Stratagem that says ‘Use this Stratagem in the Shooting phase’ to affect a unit that is Shooting ‘as if it were the Shooting phase’). For the purposes of this FAQ, Overwatch attacks are also considered to be attacks made as if it were your Shooting phase.

This message was edited 2 times. Last update was at 2019/05/29 16:16:41


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
 
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